245 lines
4.3 KiB
Markdown
245 lines
4.3 KiB
Markdown
# Game Architecture Document
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**Project:** {{project_name}}
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**Date:** {{date}}
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**Author:** {{user_name}}
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## Executive Summary
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{{executive_summary}}
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## 1. Technology Stack and Decisions
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### 1.1 Technology and Library Decision Table
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| Category | Technology | Version | Justification |
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| ------------------ | ---------------------- | ---------------------- | ---------------------------- |
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| Game Engine | {{game_engine}} | {{engine_version}} | {{engine_justification}} |
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| Language | {{language}} | {{language_version}} | {{language_justification}} |
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| Rendering Pipeline | {{rendering_pipeline}} | {{rendering_version}} | {{rendering_justification}} |
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| Physics Engine | {{physics}} | {{physics_version}} | {{physics_justification}} |
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| Audio Middleware | {{audio}} | {{audio_version}} | {{audio_justification}} |
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| Networking | {{networking}} | {{networking_version}} | {{networking_justification}} |
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| Backend Services | {{backend}} | {{backend_version}} | {{backend_justification}} |
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| Analytics | {{analytics}} | {{analytics_version}} | {{analytics_justification}} |
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{{additional_tech_stack_rows}}
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## 2. Engine and Platform
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### 2.1 Game Engine Choice
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{{engine_choice}}
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### 2.2 Target Platforms
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{{target_platforms}}
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### 2.3 Rendering Pipeline
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{{rendering_pipeline_details}}
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## 3. Game Architecture
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### 3.1 Architecture Pattern
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{{architecture_pattern}}
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### 3.2 Scene Structure
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{{scene_structure}}
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### 3.3 Game Loop
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{{game_loop}}
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### 3.4 State Machine
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{{state_machine}}
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## 4. Scene and Level Architecture
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### 4.1 Scene Organization
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{{scene_organization}}
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### 4.2 Level Streaming
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{{level_streaming}}
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### 4.3 Additive Loading
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{{additive_loading}}
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### 4.4 Memory Management
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{{memory_management}}
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## 5. Gameplay Systems
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### 5.1 Player Controller
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{{player_controller}}
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### 5.2 Game State Management
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{{game_state}}
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### 5.3 Inventory System
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{{inventory}}
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### 5.4 Progression System
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{{progression}}
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### 5.5 Combat/Core Mechanics
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{{core_mechanics}}
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## 6. Rendering Architecture
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### 6.1 Rendering Pipeline
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{{rendering_pipeline_architecture}}
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### 6.2 Shaders
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{{shaders}}
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### 6.3 Post-Processing
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{{post_processing}}
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### 6.4 LOD System
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{{lod_system}}
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### 6.5 Occlusion Culling
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{{occlusion}}
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## 7. Asset Pipeline
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### 7.1 Model Import
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{{model_import}}
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### 7.2 Textures and Materials
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{{textures_materials}}
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### 7.3 Asset Bundles/Addressables
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{{asset_bundles}}
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### 7.4 Asset Optimization
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{{asset_optimization}}
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## 8. Animation System
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{{animation_system}}
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## 9. Physics and Collision
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{{physics_collision}}
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## 10. Multiplayer Architecture
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{{multiplayer_section}}
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**Note:** {{multiplayer_note}}
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## 11. Backend Services
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{{backend_services}}
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**Note:** {{backend_note}}
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## 12. Save System
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{{save_system}}
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## 13. UI/UX Architecture
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{{ui_architecture}}
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## 14. Audio Architecture
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{{audio_architecture}}
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{{audio_specialist_section}}
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## 15. Component and Integration Overview
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{{component_overview}}
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## 16. Architecture Decision Records
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{{architecture_decisions}}
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**Key decisions:**
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- Why this engine? {{engine_decision}}
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- ECS vs OOP? {{ecs_vs_oop_decision}}
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- Multiplayer approach? {{multiplayer_decision}}
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- Asset streaming? {{asset_streaming_decision}}
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## 17. Implementation Guidance
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### 17.1 Prefab/Blueprint Conventions
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{{prefab_conventions}}
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### 17.2 Coding Patterns
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{{coding_patterns}}
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### 17.3 Performance Guidelines
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{{performance_guidelines}}
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## 18. Proposed Source Tree
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```
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{{source_tree}}
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```
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**Critical folders:**
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- {{critical_folder_1}}: {{critical_folder_1_description}}
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- {{critical_folder_2}}: {{critical_folder_2_description}}
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- {{critical_folder_3}}: {{critical_folder_3_description}}
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## 19. Performance and Optimization
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{{performance_optimization}}
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{{performance_specialist_section}}
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## 20. Testing Strategy
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{{testing_strategy}}
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## 21. Build and Distribution
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{{build_distribution}}
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---
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## Specialist Sections
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{{specialist_sections_summary}}
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### Recommended Specialists:
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- {{audio_specialist_recommendation}}
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- {{performance_specialist_recommendation}}
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- {{multiplayer_specialist_recommendation}}
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- {{monetization_specialist_recommendation}}
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---
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_Generated using BMad Method Solution Architecture workflow_
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